/*
 * Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 */

#ifndef _IVMAPMANAGER_H
#define _IVMAPMANAGER_H

#include<string>


//===========================================================

/**
This is the minimum interface to the VMapMamager.
*/

namespace VMAP
{

	enum VMAPLoadResult
	{
	    VMAP_LOAD_RESULT_ERROR,
	    VMAP_LOAD_RESULT_OK,
	    VMAP_LOAD_RESULT_IGNORED,
	};

#define VMAP_INVALID_HEIGHT       -100000.0f            // for check
#define VMAP_INVALID_HEIGHT_VALUE -200000.0f            // real assigned value in unknown height case

	//===========================================================
	class IVMapManager
	{
		private:
			bool iEnableLineOfSightCalc;
			bool iEnableHeightCalc;

		public:
			IVMapManager() : iEnableLineOfSightCalc(true), iEnableHeightCalc(true) {}

			virtual ~IVMapManager(void) {}

			virtual VMAPLoadResult loadMap(const char* pBasePath, unsigned int pMapId, int x, int y) = 0;

			virtual bool existsMap(const char* pBasePath, unsigned int pMapId, int x, int y) = 0;

			virtual void unloadMap(unsigned int pMapId, int x, int y) = 0;
			virtual void unloadMap(unsigned int pMapId) = 0;

			virtual bool isInLineOfSight(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2) = 0;
			virtual float getHeight(unsigned int pMapId, float x, float y, float z, float maxSearchDist) = 0;
			/**
			test if we hit an object. return true if we hit one. rx,ry,rz will hold the hit position or the dest position, if no intersection was found
			return a position, that is pReduceDist closer to the origin
			*/
			virtual bool getObjectHitPos(unsigned int pMapId, float x1, float y1, float z1, float x2, float y2, float z2, float & rx, float & ry, float & rz, float pModifyDist) = 0;
			/**
			send debug commands
			*/
			virtual bool processCommand(char* pCommand) = 0;

			/**
			Enable/disable LOS calculation
			It is enabled by default. If it is enabled in mid game the maps have to loaded manualy
			*/
			void setEnableLineOfSightCalc(bool pVal) { iEnableLineOfSightCalc = pVal; }
			/**
			Enable/disable model height calculation
			It is enabled by default. If it is enabled in mid game the maps have to loaded manualy
			*/
			void setEnableHeightCalc(bool pVal) { iEnableHeightCalc = pVal; }

			bool isLineOfSightCalcEnabled() const { return(iEnableLineOfSightCalc); }
			bool isHeightCalcEnabled() const { return(iEnableHeightCalc); }
			bool isMapLoadingEnabled() const { return(iEnableLineOfSightCalc || iEnableHeightCalc); }

			virtual std::string getDirFileName(unsigned int pMapId, int x, int y) const = 0;
			/**
			Query world model area info.
			\param z gets adjusted to the ground height for which this are info is valid
			*/
			virtual bool getAreaInfo(unsigned int pMapId, float x, float y, float & z, G3D::uint32 & flags, G3D::int32 & adtId, G3D::int32 & rootId, G3D::int32 & groupId) const = 0;
			virtual bool GetLiquidLevel(G3D::uint32 pMapId, float x, float y, float z, G3D::uint8 ReqLiquidType, float & level, float & floor, G3D::uint32 & type) const = 0;
	};

}
#endif
